The meta got me thinking...is it time for True Armor?
Imean there's true damage and on-hit effects everywhere now. So why not True Armor? Why not include a stat that can help counteract the sheer amount of DoT's and on-hit effects in the game?
X True Armor would mitigate X incoming damage, post-resistances, every single time any amount of damage is taken.
However, True Armor wouldn't have to be busted like True Damage currently is:
- There wouldn't be much True Armor on any individual item - say, 3~5 True Armor on items that have it
- If items that have True Armor have too much synergy, True Armor could simply be a Unique Passive
- True Armor would be strictly on non-tank items only, and only possibly on a tank/juggernaut item in the form of an active or upon a certain condition being met
- If True Armor is too powerful against creeps/objectives/etc., it would be halved rounded down versus non-champions or even simply do nothing against non-champion damage instead; alternatively, non-champions could have X True Armor Penetration (lol)
- There would be NO "%Health True Armor"! EVER!!!
- Champions that are all about melting people with DoT's could get their lategame mechanics buffed to compensate. They're mostly fairly linear anyway (Teemo, Brand and Malz for example; main them or not you have to admit there isn't much to any of these champions!).
Riot would love it as it wouldn't counter crit marksmen or melee hypercarries since they do so much per hit the mitigation would be laughabe! It wouldn't make games longer either because it would be on only OFFENSIVE ITEMS! True Armor (or whatever they want to call it) could even be in runes of aggressive rune pages to replace bad/broken runes or even in the form of a shard!
right now.